diff options
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 44 | ||||
-rw-r--r-- | src/SMAPI/Framework/Logging/LogManager.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 15 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 14 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGameRunner.cs | 10 |
5 files changed, 53 insertions, 34 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 63cd1759..38bcf153 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Globalization; +using System.IO; using System.Linq; using System.Reflection; using Microsoft.Xna.Framework.Content; @@ -205,28 +206,35 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks> private T RawLoad<T>(string assetName, LanguageCode language, bool useCache) { - // use cached key - if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) - return base.RawLoad<T>(cachedKey, useCache); - - // try translated key - if (language != LocalizedContentManager.LanguageCode.en) + try { - string translatedKey = $"{assetName}.{this.GetLocale(language)}"; - try - { - T obj = base.RawLoad<T>(translatedKey, useCache); - this.LocalizedAssetNames[assetName] = translatedKey; - return obj; - } - catch (ContentLoadException) + // use cached key + if (language == this.Language && this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) + return base.RawLoad<T>(cachedKey, useCache); + + // try translated key + if (language != LocalizedContentManager.LanguageCode.en) { - this.LocalizedAssetNames[assetName] = assetName; + string translatedKey = $"{assetName}.{this.GetLocale(language)}"; + try + { + T obj = base.RawLoad<T>(translatedKey, useCache); + this.LocalizedAssetNames[assetName] = translatedKey; + return obj; + } + catch (ContentLoadException) + { + this.LocalizedAssetNames[assetName] = assetName; + } } - } - // try base asset - return base.RawLoad<T>(assetName, useCache); + // try base asset + return base.RawLoad<T>(assetName, useCache); + } + catch (ContentLoadException ex) when (ex.InnerException is FileNotFoundException innerEx && innerEx.InnerException == null) + { + throw new SContentLoadException($"Error loading \"{assetName}\": it isn't in the Content folder and no mod provided it."); + } } /// <summary>Parse an asset key that contains an explicit language into its asset name and language, if applicable.</summary> diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs index 6fe44d98..f2876146 100644 --- a/src/SMAPI/Framework/Logging/LogManager.cs +++ b/src/SMAPI/Framework/Logging/LogManager.cs @@ -406,6 +406,10 @@ namespace StardewModdingAPI.Framework.Logging } } + // simplify exception messages + if (level == LogLevel.Error) + message = ExceptionHelper.SimplifyExtensionMessage(message); + // forward to monitor gameMonitor.Log(message, level); } diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index df6cd129..6dffb1de 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -247,7 +247,7 @@ namespace StardewModdingAPI.Framework multiplayer: this.Multiplayer, exitGameImmediately: this.ExitGameImmediately, - onGameContentLoaded: this.OnGameContentLoaded, + onGameContentLoaded: this.OnInstanceContentLoaded, onGameUpdating: this.OnGameUpdating, onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating, onGameExiting: this.OnGameExiting @@ -289,7 +289,7 @@ namespace StardewModdingAPI.Framework this.UpdateWindowTitles(); // start game - this.Monitor.Log("Starting game...", LogLevel.Debug); + this.Monitor.Log("Waiting for game to launch...", LogLevel.Debug); try { this.IsGameRunning = true; @@ -377,7 +377,7 @@ namespace StardewModdingAPI.Framework // load mods { - this.Monitor.Log("Loading mod metadata..."); + this.Monitor.Log("Loading mod metadata...", LogLevel.Debug); ModResolver resolver = new ModResolver(); // log loose files @@ -429,8 +429,8 @@ namespace StardewModdingAPI.Framework ).Start(); } - /// <summary>Raised after the game finishes loading its initial content.</summary> - private void OnGameContentLoaded() + /// <summary>Raised after an instance finishes loading its initial content.</summary> + private void OnInstanceContentLoaded() { // override map display device Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, Game1.game1.GraphicsDevice); @@ -1487,7 +1487,7 @@ namespace StardewModdingAPI.Framework /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param> private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) { - this.Monitor.Log("Loading mods..."); + this.Monitor.Log("Loading mods...", LogLevel.Debug); // load mods IList<IModMetadata> skippedMods = new List<IModMetadata>(); @@ -1523,6 +1523,7 @@ namespace StardewModdingAPI.Framework this.ReloadTranslations(loaded); // initialize loaded non-content-pack mods + this.Monitor.Log("Launching mods...", LogLevel.Debug); foreach (IModMetadata metadata in loadedMods) { // add interceptors @@ -1572,6 +1573,8 @@ namespace StardewModdingAPI.Framework // unlock mod integrations this.ModRegistry.AreAllModsInitialized = true; + + this.Monitor.Log("Mods loaded and ready!", LogLevel.Debug); } /// <summary>Raised after a mod adds or removes asset interceptors.</summary> diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 55ab8377..4e134455 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -54,6 +54,9 @@ namespace StardewModdingAPI.Framework /// <summary>Raised when the instance is updating its state (roughly 60 times per second).</summary> private readonly Action<SGame, GameTime, Action> OnUpdating; + /// <summary>Raised after the instance finishes loading its initial content.</summary> + private readonly Action OnContentLoaded; + /********* ** Accessors @@ -106,7 +109,8 @@ namespace StardewModdingAPI.Framework /// <param name="multiplayer">The core multiplayer logic.</param> /// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param> /// <param name="onUpdating">Raised when the instance is updating its state (roughly 60 times per second).</param> - public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating) + /// <param name="onContentLoaded">Raised after the game finishes loading its initial content.</param> + public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating, Action onContentLoaded) : base(playerIndex, instanceIndex) { // init XNA @@ -124,6 +128,7 @@ namespace StardewModdingAPI.Framework this.Reflection = reflection; this.ExitGameImmediately = exitGameImmediately; this.OnUpdating = onUpdating; + this.OnContentLoaded = onContentLoaded; } /// <summary>Get the current input state for a button.</summary> @@ -138,6 +143,13 @@ namespace StardewModdingAPI.Framework return input.GetState(button); } + /// <inheritdoc /> + protected override void LoadContent() + { + base.LoadContent(); + + this.OnContentLoaded(); + } /********* ** Protected methods diff --git a/src/SMAPI/Framework/SGameRunner.cs b/src/SMAPI/Framework/SGameRunner.cs index 45e7369c..b816bb7c 100644 --- a/src/SMAPI/Framework/SGameRunner.cs +++ b/src/SMAPI/Framework/SGameRunner.cs @@ -94,7 +94,7 @@ namespace StardewModdingAPI.Framework public override Game1 CreateGameInstance(PlayerIndex playerIndex = PlayerIndex.One, int instanceIndex = 0) { SInputState inputState = new SInputState(); - return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating); + return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating, this.OnGameContentLoaded); } /// <inheritdoc /> @@ -129,14 +129,6 @@ namespace StardewModdingAPI.Framework /********* ** Protected methods *********/ - /// <summary>Load content when the game is launched.</summary> - protected override void LoadContent() - { - base.LoadContent(); - - this.OnGameContentLoaded(); - } - /// <summary>Perform cleanup logic when the game exits.</summary> /// <param name="sender">The event sender.</param> /// <param name="args">The event args.</param> |